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Requirements for Civilization III Ruleset

Re: Requirements for Civilization III Ruleset

Posted: Sat Jul 13, 2019 9:53 am

by Lachu

I remember in CivIII the same great wonder could been completed by many civilizations and many civs can have the same great wonder at the same time. I don't remember number or formula, but I think it depend on civilization amount at start of game. Example could be: Civ_count_at_start / 3 (for example).

Re: Requirements for Civilization III Ruleset

Posted: Sat Jul 13, 2019 3:20 pm

by Ignatus

Lachu wrote:I remember in CivIII the same great wonder could been completed by many civilizations and many civs can have the same great wonder at the same time. I don't remember number or formula, but I think it depend on civilization amount at start of game. Example could be: Civ_count_at_start / 3 (for example).

No, I could not find it in any Civilization version, possibly you've seen it somewhere else. Civ3 has Great and Small Wonders system analogous to Freeciv.

Re: Requirements for Civilization III Ruleset

Posted: Sat Aug 17, 2019 4:59 pm

by Ignatus

Civ3 diplomatic system contains more complicated states and is considerably different; relations between nations consist mostly of separate treaties, not fixed states (but all treaties are cancelled at War). Firstly, default state after contact is Peace. Contact provides you with an ability to meet the other leader that likely does not expire and make basic treaty types. Also, you can buy contact with another civilization from a third-party one contacting you both. When a diplomatic meeting is requested, it can be refused (usually, soon after the war began).

If you know Writing, you can found an embassy to any nation you know and are not at war with; the action is performed from capital to capital (the other capital need not be known at the moment) and the cost depends on distance. Embassy can not be destroyed but is inactivated during wars (unlike Freeciv). When it works, it provides you a lot of information, some more clause types and, again with some gold expended, abilities of investigating cities and steal techs (the latter may fail and will certainly infuriate the host; if your war weariness specialities make it more advantageous to be attacked then to attack, it's a good way to make the enemy atack you). That's all espionage that you can do before you have spies.

Basic clause types:* Peace agreement;* Tech trading;* Request to withdraw forces from your territory (if a foreign unit is 3 tiles from any of your cities at this time, the other side must either declare you war or agree at immediate withdrawal, that is, all their units on your lands are transported to the nearest tile behind your bordres they are allowed to be on (includes their domestic or unclaimed tiles, don't know about third-party with RoP). AIs take it rather hard.* Resource/luxury trading (needs a route Res.tile-Cap1-Cap2, harbours connect by sea and airports by everywhere). Resource agreement may be peacefully reviewed after 20 turns.* Gold providing, either momentary (that AIs of course like best) or as by-turn tribute (also lasts 20 turns before peaceful cancel allowed).* Maps, world or territory (this likely needs also Cartography if I don't mistake).* Cities. If you have not just completely destroyed AI's army, they won't agree on giving you a city, neither will they want your cities (if you give at ease something so valuable, there must be some trap here, they think).* A worker in a capital may be transferred by treaty to another one. But disregarding the way they are obtained foreign nationality workers work twice worse.

Embassy provides you with clauses that may be peacefully cancelled after 20 turns:* Right of Passage (RoP) - your units at foreign territory may use infra and can't be expelled (but can't enter cities or stack with foreign units). Using it to intrude your attack forces ruins your reputation most hard way.* Military Alliance - agreement to be at war with some third side until the agreement expires or the enemy is destroyed.* Trade Embargo - yet another hostile pact. Both sides must know Nationalism.* Mutual Protection Pact - if one side is attacked, the another automatically declares war to the agressor and is expected not to make peace as long as the agressor's forces are in other side's lands (if I understood the manual correctly). Needs Nationalism known.

There is no way to preliminary cancel the agreements without spoiling your reputation, even if another part also does not much need it now.

The meeting screen is rather advanced, you sometimes can ask "What would you personally like?". But often disagreeing with the initial ultimatum just throws you at war immediately. Since Civ3 does not have techs by conquest, AIs often make peace to already much damaged opponent for some techs rather then destroying them.

If you study Espionage and build IA, you can plant a spy at rival's capital (more easy if you have built an embassy). A spy works like embassy but also during wars; additionally, you can perform acts like spreading propaganda in a city or spoiling water. A spy may be catched on an action or destroyed by enemy spy (but if there is no enemy spy, your attempt to "Expose Spy" will destroy yours for nothing), then a flag of vigilance appears which will make all your attempts to plant a new spy to this civ fail (with p=1/3 disappears in new turn). Sabotage can destroy only a half of the shield stock while Steal World Map gives you the full rival's terrain knowledge. There is an action with yet no parallels in Freeciv - Steal Plans, that provides you with knowledge of all rival's units location at the moment.